I mean yeah, in normal circumstances all it does is get people to say what you want them too. But with judges eat technique you just need them to say " The bomb is at x until you get one that pings as truw."
That doesn't address something already mentioned above: That what they believe the hypothetical bomb's location to be is actually correct (ie they were told false info which they believe/consider to be true).
 
But why do you use Judge's Ear Technique with torture? You literally only need ask them.
I think the theory is that you can beat Judge's Ear by staying silent. Torture is actually okay at getting people to talk, getting them to give the right answer is the hard part. With JET you can sort through the wrong answers until they eventually give you the right one.
 
You can get someone to talk by making a Manipulation + Investigation roll to draw out a confession. You don't have to torture someone, for christsakes.
 
And really, considering the actual results torture gets out of it's victims, Torture in exalted mechanics would be more appropriately a Charisma/Manipulation + Presence attack to compel a confession (false or not).
 
And really, considering the actual results torture gets out of it's victims, Torture in exalted mechanics would be more appropriately a Charisma/Manipulation + Presence attack to compel a confession (false or not).
The point of torture is to give your target a wound penalty (or stress penalty, for waterboarding and other non-damaging forms of torture) to lower their MDV.
 
Jade and Soulsteel have no real-life equivalents.
Base Jade off real Jade as a tool stone?
And maybe assume adding souls to iron is similar to adding carbon :p

As for the whole torture thing, it doesn't seem that useful for Exalts unless the exalt enjoys the process.
You'd see more results giving them some stabbity to put them to -4 HLs, then seducing them after that.

Yandere Interrogation Style.
 
Speaking of the discussion of demons and @Shyft's post of mysterious murderers, if @EarthScorpion is still doing first circle demons, here's an idea.

A special ops demon. Demon SEAL Team Six. Not as good as blood apes at fightan, but still superhumanly good, and also very good at stealth and small-unit ops, although they're not great at large-scale army stuff.

Need to be constantly monitored if you don't want them going around and committing war crimes on anyone you designate as an enemy. They tend to do that. And they tend to take the initiative. Keep them monitored and chaperoned or else you might find that they were shadowing your meeting with a recalcitrant king of a small kingdom and now their intestines are decorating the top of the castle and they're currently torturing some random servants to death for information they don't have?

Literally demon SEAL Team Six, in other words. :V

Obviously they take the appearance of mouthless humanoids with jet-black skin and three green, glass eyes.
Ten-Bura, The Barbarous Agents
Demons of The First Circle
Progeny of the VItrolic Dragon

A guardsman patrols the walls of a seaborne redoubt, unaware of the creature stalking him, he hears nothing but the crashing of the waves and the howl of the wind. All is well, save for a slight feeling dampness on his skin that has nothing to do with the weather, up until the moment he presents his back to the ocean, a sleek black-grey figure pulls him down over the wall and there is only the sound of steel meeting flesh and then there is nothing but the wind and waves.


That is the trade of the Ten-Bura. They are commandos and special forces agents without peer; they slink through fortresses and cities with nary a sound, assassinating officers, poisoning wells and food supplies, as well as opening gates for an invading force, and acting as scouts and skirmishers for larger armies.

The Tenbura are tall, gangly figures, with a dark grey pelt with a texture and patterning that reminds one of seals and flippered feet and webbed hands, with hound like faces that are featureless save for their three glowing green eyes and a kraken's beak. They were leather harnesses across their chests that are filled with the tools of their craft; daggers and throwing knives, lock-picks and smoke bombs. Their emerald eyes allow them to see in darkest of nights and if they cup their breath into their hand or breath it into a man's face, they can cause a fully grown man to faint.

As a breed, they are very loyal to their masters, often requireing all but the gentlest of binds. This loyalty has its own issues however; they are exceptionally paranoid about the welfare of their commander and her holdings. Often they will take the slightest hint of dissatisfaction as treachery, and seek to remedy such matters on their own; a servant who complained about the dirt of the sorcerous keep will be tortured for information they do not have and then found hung from the rafters the next day, a mortal king who was truculent during negotiations will be found slaughtered in their beds, while a rebellious teenage son will be beaten to an inch of their life.

Uses: The Ten-Bura are breed for wetwork; they are excellent killers, though not as good as dedicated combat breeds such as Blood-Apes or Cloud Arsenals,and they are supernaturally stealthy, able to slip most sentries with ease to commit assassinations, sabotage or terror tactics upon a fortress city to make its subsequent conquest easier.

Often demonologists summon them in small teams of about six or seven as the stiletto to the hammer of that is the Blood-Ape. They can serve as Skirmishers or infiltraitors for a larger force, though they tend to perform poorly in battles as they lack the proper equipment and abilities for it, and then there is their aforementioned skill as operatives. They can escape from Malfeas when lowly soldiers plot rebellion against their master near large bodies of water during a storm. They gain limit whenever they are denied the chance to investigate a threat, real or imagined, to their master.
 
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On behalf of someone I'm beta'ing for:

Anyone willing to give some bullet points on what parts of Wonders of the Lost Age to ignore/reinterpret?

Also, any good fanwork about Nexus and/or the Emissary?
 
Anyone willing to give some bullet points on what parts of Wonders of the Lost Age to ignore/reinterpret?
Aaaaaaaaaaaaaallllll oooooooooofffffff iiiiiiiiitttttt

The wonders of the Lost Age are lost for a good reason. Maybe you can find some, but it should not be used as a manual of things that your crafter should be looking to do.
 
Hey guys, I'm doing preliminary work on a fic, which due to reasons I've decided to set in 3e's Caul. But besides the information on the corebook (it being a sacred place to Lunars and the DBs, having a lot of demesnes and five big important shrines, and being relatively untouched by the passing of the ages and the Great Contagion) and some 3e spoiler threads (apparently the Lunars managed to unplug the whole place from the Loom of Fate and make a replacement?), there's not much description on it.

In your heads, what do you think it looks like, culturally and technologically? Do you think I should just make up whatever I wanted to, within reason?
 
Hey guys, I'm doing preliminary work on a fic, which due to reasons I've decided to set in 3e's Caul. But besides the information on the corebook (it being a sacred place to Lunars and the DBs, having a lot of demesnes and five big important shrines, and being relatively untouched by the passing of the ages and the Great Contagion) and some 3e spoiler threads (apparently the Lunars managed to unplug the whole place from the Loom of Fate and make a replacement?), there's not much description on it.

In your heads, what do you think it looks like, culturally and technologically? Do you think I should just make up whatever I wanted to, within reason?
Its a small continent that had Luanrs rule most of it for centuries, with whatever infrastrucutre, changes to flora and fauna and any Sorcerous Workings a bunch of powerful Lunars and dozens of younger Lunars can come up with. Most likely with each of them doing his thing in their own part of the Caul, with little regard for what the others did, because Lunars.

Go wild.
 
Hey guys, I'm doing preliminary work on a fic, which due to reasons I've decided to set in 3e's Caul. But besides the information on the corebook (it being a sacred place to Lunars and the DBs, having a lot of demesnes and five big important shrines, and being relatively untouched by the passing of the ages and the Great Contagion) and some 3e spoiler threads (apparently the Lunars managed to unplug the whole place from the Loom of Fate and make a replacement?), there's not much description on it.

In your heads, what do you think it looks like, culturally and technologically? Do you think I should just make up whatever I wanted to, within reason?

I imagine the Caul as sort of The Lost World meets Exalted. A vast unexplored territory full of jungles and mountains and ancient creatures long extinct elsewhere and all manner of diverse tribes and kingdoms with little contact or influence with the Realm or the rest of Creation. The predominant aesthetic is indigenous Central and South America, but it's big and fractured enough that you can justify the PC's finding almost anything you want if they're exploring.
 
On behalf of someone I'm beta'ing for:

Anyone willing to give some bullet points on what parts of Wonders of the Lost Age to ignore/reinterpret?

Also, any good fanwork about Nexus and/or the Emissary?
I believe Earthscorpion has a good one, though it's built on the principle that the Emmissary isn't really the most interesting thing about Nexus, and is more an excuse for how the city functions.

As for Wonders, I'd generally avoid most of it. The equipment is in this odd place where a lot of it is pretty terrible except when it's amazing. Also, the rules don't make a good showing for having the stuff there be hard to keep up, especially if a player is interested in those areas.
 
I believe Earthscorpion has a good one, though it's built on the principle that the Emmissary isn't really the most interesting thing about Nexus, and is more an excuse for how the city functions.

Unfortunately, it appears that my write up of the First Priest as Emissary has vanished entirely from the Internet and I don't have a copy of it (as it was on my old laptop that died). It was lost with the shitty stuff that went down with the old White Wolf forums where they got shut down before anyone backed them up.

If anyone does have an ancient copy of it that they backed up or that they can dig out of some internet archive, please repost it. I'll pay in demon, ghost, god, demesne, manse or location write-ups.
 
Unfortunately, it appears that my write up of the First Priest as Emissary has vanished entirely from the Internet and I don't have a copy of it (as it was on my old laptop that died). It was lost with the shitty stuff that went down with the old White Wolf forums where they got shut down before anyone backed them up.

If anyone does have an ancient copy of it that they backed up or that they can dig out of some internet archive, please repost it. I'll pay in demon, ghost, god, demesne, manse or location write-ups.

Can you recall a reasonble-length unique string of text from it? Say 5-6 words.
 
Its a small continent that had Luanrs rule most of it for centuries, with whatever infrastrucutre, changes to flora and fauna and any Sorcerous Workings a bunch of powerful Lunars and dozens of younger Lunars can come up with. Most likely with each of them doing his thing in their own part of the Caul, with little regard for what the others did, because Lunars.

Go wild.

I imagine the Caul as sort of The Lost World meets Exalted. A vast unexplored territory full of jungles and mountains and ancient creatures long extinct elsewhere and all manner of diverse tribes and kingdoms with little contact or influence with the Realm or the rest of Creation. The predominant aesthetic is indigenous Central and South America, but it's big and fractured enough that you can justify the PC's finding almost anything you want if they're exploring.
I feel like I'm running into a wall over what sort of descriptions I should use. A whole small continent where a bunch of Lunars did their own for centuries is a recipe for all sorts of weird shit... It's just, maybe it's a bit too simple? I keep running into the issue of what else Lunars would do. Or, I guess, the problem of how Lunars are still thematically incoherent - more than just beastmen and sorcerous workings everywhere, I want to try to get a grasp of how the continent would be united socially.

I can buy that there would be some isolated places within its large territory, but if His Divine Lunar Presence has been ruling it for a long time, I feel like he would influence things enough that the whole continent has some sense of being socially united. I feel like they would have a very distinct sort of culture, with people with an indomitable pride, weird traditions and a tenacity that the Realm would underestimate.
 
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I'd use it as a site of 'crusade' for Dragon-Blooded as I've mentioned to @horngeek before; you'd have Great Houses throwing shitloads of money into it to seem pious as hell and earn the favour of the Order (which doesn't participate) and young Dragon-Blooded going there to carve out fiefdoms and live like kings and earn great glory for House and name.
 
I feel like I'm running into a wall over what sort of descriptions I should use. A whole small continent where a bunch of Lunars did their own for centuries is a recipe for all sorts of weird shit... It's just, maybe it's a bit too simple? I keep running into the issue of what else Lunars would do. Or, I guess, the problem of how Lunars are still thematically incoherent - more than just beastmen and sorcerous workings everywhere, I want to try to get a grasp of how the continent would be united socially.

I can buy that there would be some isolated places within its large territory, but if His Divine Lunar Presence has been ruling it for a long time, I feel like he would influence things enough that the whole continent has some sense of being socially united. I feel like they would have a very distinct sort of culture, with people with an indomitable pride, weird traditions and a tenacity that the Realm would underestimate.

I'd use it as a site of 'crusade' for Dragon-Blooded as I've mentioned to @horngeek before; you'd have Great Houses throwing shitloads of money into it to seem pious as hell and earn the favour of the Order (which doesn't participate) and young Dragon-Blooded going there to carve out fiefdoms and live like kings and earn great glory for House and name.
post apocalyptic magi-Tech Inca civilization. Just swap out the sun and gold for the moon and silver, and you should have something interesting.
 
I feel like I'm running into a wall over what sort of descriptions I should use. A whole small continent where a bunch of Lunars did their own for centuries is a recipe for all sorts of weird shit... It's just, maybe it's a bit too simple? I keep running into the issue of what else Lunars would do. Or, I guess, the problem of how Lunars are still thematically incoherent - more than just beastmen and sorcerous workings everywhere, I want to try to get a grasp of how the continent would be united socially.

I can buy that there would be some isolated places within its large territory, but if His Divine Lunar Presence has been ruling it for a long time, I feel like he would influence things enough that the whole continent has some sense of being socially united. I feel like they would have a very distinct sort of culture, with people with an indomitable pride, weird traditions and a tenacity that the Realm would underestimate.

Well, I don't really agree with the take of "Lunars have been ruling it for centuries". It's large enough, and the terrain is so fragmented, that it's really tough to rule it as some kind of contiguous territory. At most what you get are some tribes and petty kingdoms under a Lunar warlord's direct command, and most of the others knowing to leave him alone when he walks through, and offer him gifts or tribute. And for most of this period the Realm has had a stronger - though still tenuous - presence, with heavily armed patrols keeping open the roads between the five elemental temples. Outside of that, the Realm can venture in force but otherwise not exert control.

Because of the Realm's inability to really send Wyld Hunts into the interior, it was a place of relative safety for Lunars, and the place they chose to attempt their major working that separated it out from Fate and obscured it from the watchers in Heaven. But it has hazards even for them, and they've never really ruled it like an empire.
 
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